I think we're suggesting the same thing, regarding lists, twh. I agree that something along the lines of your "Manipulate Electricity" would be a more broad-reaching effect. I think you are still saying that some kind of inherent ranking system would probably be necessary, and I agree with that concept. If users don't call this a list, I have no issue with the term. I'm thinking along the lines of aspects of the greater discipline that would be accessible once a certain number of ranks in the skill were learned, and that seems to echo your example. List is just a term from the existing common frame of reference.
Certainly, the HARP-style scaling is an inspiration as well, and I salivated quite heavily over that. In fact, I was a little disappointed as more and more spells were added to that system, as it seemed to me the intent should have been to refine the structure to keep a small number of spell skills, with expanded functionality.
I guess that's what I'd be looking for. Something where you can still keep class-distinct disciplines of power, but where a caster can develop options to become master of his particular sphere. The options there would allow diversity within a discipline as well, so that Magician A was not necessarily identical to Magician B. Magician A may have specialized heavily in Fire, Light and Ice, focusing on heavy damage and ranging, becoming a walking destruction machine. Magician B focused on the same three lists, but on some casting speed enhancements to augment his combat style development, to develop as a Warrior Mage.
The key would be that you are spending your development on a reduced number of high-cost disciplines, rather than potentially hundreds individual spells, some of which still require additional development to be effective (spell mastery, directed spell skill, etc.)
Here's an example, using the reduced Light Law list that Tim linked.
The list provides the basic structure, and base casting cost for each individual effect. The type (and these may require adjustments with the new system) defines universal costs (in power points) for scaling that effect IF the caster has unlocked those scaling options for that discipline. He pays for the unlocking of options with an increased DP cost on the list/discipline development.
Some options may not be applicable, and would vary from list to list.
Example List Development Options:
Allow Temporal Scaling: 2 points
Allow Ranged Scaling: 1 point
Allow Target Scaling: 2 points
Bolt Rank Increase: 1 point per rank
Ball Rank Increase: 1 point per rank
Reduced Spell Fumble Range: *
Casting Maneuvers: 1 point per allowed maneuver
Casting "Maneuvers"
Fast Casting
Defensive Casting
Improved Critical Casting
Safe Casting (reduced spell failure effect roll - not fumble range)
Longshot (damage sacrificed for range)
Point blank (range sacrificed for damage)
These are just spitballing at this point, of course. Trying to convey the idea.
So the method would be:
- Player defines options for List/Discipline, spends appropriate DP's.
- Character/caster at time of casting chooses overcasting options based on spell type and allowed overcasting from the list development.
- Caster may also choose special casting maneuvers, if he has purchased them as well. These may or may not require additional PP investment, but could further modify the casting experience or effect.